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Dominion of Roxuli - Planning

Six-O

Guest
S
[member="Vrag"]

Dominion of Roxuli - Planning

In advance of the One Sith Dominion of the planet Roxuli, Six-O found himself at the helm of the information gathering process. Joyous coincidence, or organic bias? Although, from a certain point of view, perhaps it merely signified that these aphids. . . these insignificant husks of eroding muscle and sinew, were ready to accept their place beneath their superiors. Their robot overlords, the legitimate master race of the Galaxy. No, the Droid would digress. That would signify canny intelligence -- which Six-O had processed time and again, was something they very much lacked. It wasn't all bad, however, he was being paid to snatch life from the breast of many an organic. That counted for something.

Large dome-like PreFabs had been assembled on an Asteroid in the Roxuli Belt that Six-O had designated Bluff Resh. Each rounded structure was caged for protection from larger chunks of space debris, and drill-bolted deep in to the ground below. Eight buildings in total formed a concave, their bulbous shape swaying in ever increasing convulsions as the immense rock nudged and bullied for position. By the Droid's estimation, the complex would hold. And was the perfect staging venue for whatever would follow.

Slave to the efficaciousness of number and logic, the Droid had worked diligently to acquire a network of contacts, and conglomerate his information gathering. The One Sith had a myriad of contenders attempting to push and sway their Empire back in to the shadows from whence it crawled. For tactical convenience, the Droid had aimed for a more precise application of terror and resource management. No Army required, no Fleet to re-route out of more problematic areas. None would ever even know the One Sith had arrived, that is until their banner would heave up above the heads of the downtrodden and enslaved, of course -- oh he could already picture the gloom on their pitiful, hideous faces. . . and Six-O cherished such simple pleasures.

|Place|

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Mining Colony Roxul - The largest Colony in the Asteroid Belt. Through observation and estimation, Six-O credit's the population to exceed four hundred and thirty thousand permanent residents, with upwards of seventy thousand transients. Life in the Colony is densely packed, and hard going. Strong male and female organics of all manufacture call it home, they are bitter individuals working for outrageously low pay.

Over stimulated tensions routinely devolve in to violent exchanges between local Ore Miners and Roxuli Security Forces. Brief though they may be, the ferocity can be astounding.

UpperHabs and Domes: The region of the Colony to which the bureaucrats and ore administration delegate the day-to-day manufacturing, refinery and acquisition of materials. There are Shops and Refueling stations of Spacers looking to make quick turnarounds without needing to dog themselves down with planetary landing permits and background transponder code checks. Likewise there are residencies, hospitality zones, and transient lodging. For the most part the dwellers of this zone are middle-to-upper class if looked upon by means of socioeconomic scale, or belong to a number of private and planetary based Security Forces of the Roxuli. Business Administration men making credits off the back of the less fortunate, nothing out of the ordinary.

MidHab: This middle layer of the Colony is below the surface of the asteroid, comprised primarily of industrialized work zones and manufactories. Work days are long, freedoms are limited, and quota's are the doctrine of this zone. It's a dangerous place to find yourself in, and the residents are subject to stiff premiums on all manner of goods and activity. Violence is very prevalent. For this reason Security has a very high, and very visible presence. They are heavily armed, and thoroughly adapted to fighting in the tight corridors, factories and various power plants.

LowHab: The poorest of the poor call the lowest level of the Roxul Colony their home. Criminals, Exiles, Slaves and Gangs all prowl these dim, and dingy ghettos. This is a ruthless place to live, crime and atrocity runs rampant. A place where pure, seething anarchy can erupt for weeks or months at a time. Electrical power is unreliable, and the only currency is blood and brutality. The Security Forces have an entire section of this Hab cordoned off, the locals call it the Void. A place that Galactic Law long forgot. Slaves are put to work until their life function ceases in this area mining ever deeper in to their Asteroid home.

It is worthy of note, organics, disease and sickness blaze like bright fire in the lowest reaches of the Roxul Colony.


|Place|

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Par'ediin - Population eight million. It's the capital city of Roxuli, Six-O has scouted this city extensively. Unlike the Asteroid Colony there is little worthy notation to vocabulate over. Roads and speeder lanes, business sectors, entertainment districts and slums of lewd and downtrodden organic squalor.

The powerful and wealthy call it's glittering high-class districts home. The President of the Roxuli Ore Refinement and Shipping Company, as well as the largest player in the political game of the planet resides in the Senatorial Tower.

The political landscape of the city is changing however, sympathizers for the Asteroid bound citizenry protest and rally routinely against the incumbent. With many crying for the man to step down from his position. This has lead to many volatile outbursts during picket marches with the RSF.

Operatives from the One Sith Intelligence Agency have already infiltrated a number of these radical groups, they currently serve to marshal them towards a position of greater violence, and further instill the seeds of a possible regime change.


|Current situation|

A Solar Flare of destructive intensity has recently mopped the Asteroid Belt in to chaos! It was a cataclysm the Roxulians had been ill-prepared for. The calamity has caused massive ground quakes and titanic collisions, power to the Colony is spotty at best -- the entire UpperHab has been abandoned, only resident and reinforcing Security Teams remain trying to return order in the lower sections.

Word of the situation at the Roxul Facility has hit planet side, residents of Par'ediin have grown unruly and demand wide-sweeping change in the way at which the current regime is handling the crisis. To make matters worse for the ware, the unrest of the dislodged and swaying Asteroids has caused extensive tidal fluctuations that have swallowed the entire eastern side of the city. Leaving the planets personal military force unavoidably stuck in a humanitarian relief effort -- a matter that further complicates aiding the Colony, widening the gap of relations.

|Hazards to Queue|
Roxul Colony:
Sickness of the LowHab - Caught your arm on that rusty, protruding nail or jagged edge? Mid-way through your journey you will fall deathly ill with Roxuli Fever ending your participation in the Dominion. (You have become bed bound, and are quarantined back on Coruscant. Five Post Recovery)
VoidRot - In the Void while fighting you have been slashed, bitten or stabbed, within hours the wound has become gangrenous and your flesh is beginning to abscess with green and black discoloration. (You are returned to Bluff Resh, two post medical procedure, three post recovery)
Collapse! - Progress through the Colony has been impeded, vast sections of the facility have caved in. Power is out, air recyclers have ceased function, you are trapped. (Forward Progress to Objective is halted, Fighting is fierce, horrifying, Eight Post Recovery.)
RadHead - You have begun to suffer from latent solar radiation exposure, you vomit, your vision is blurry, your skin reddening. Cognitive impairment is heavy, your grip of the Force has diminished for the time being. (Push on to your own heroic detriment, or return to Bluff Resh for medical treatment. Two - Eight post Recovery depending on level of sickness.)

Par'ediin:
Roxuli Flu?! - You forgot to receive inoculation at Bluff Resh, even though Six-O reminded you, or perhaps you merely thought yourself above the laws of nature from whence you sprang. Silly, Organic. . . you're not a Droid. (You've become ill for the duration of the Dominion, your combat capabilities are weakened.)
Storm! - The change in tidal flow has created frequent and unpredictable mega-storms. Monumental tempests that hurl lightning and flood the sky with wind and rain of such a copious amount that travel of any sort is ill-advised (Impede Progress, Three Posts)
Tsunami! - A great wave of apocalyptic measure has befell the people of Par'ediin, buildings tumbled, millions died. (Late Dominion Hazard, if Primary Objective is not complete progress is reset or the campaign is abandoned.)
Gunjack'd - You purchased Spice from a Shady Spacer, he said it was Gunjack, and it'd hulk you up real good. Make you strong as a Rancor. Instead you're back at Bluff Resh, barely conscious, saying something in Huttese, and you don't even speak that language. (Three post Trip, Two Post Recovery.)


|NPC Connections|
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Grymm Jaegir - Should you choose to pursue planetside Objectives, your NPC Connection runs through Ubesian Mercenary Grymm Jaegir. Leader of the Ubese Death Squad known as the Pra'kt'orai. Through him, and his men you may wage small scale terror tactics against the local regime. Bombings, executions, and all manner of fear and destabilization methods are their specialty. They are as bloodthirsty as any of the One Sith, and like Six-O, their loyalty is for hire.

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Ileena Than - A Mikkian Smuggler with ties to the local resistance leaders in the Roxul Colony. Should you find yourself working towards the Objectives there, she will guide you through the maze of Pirate Tunnels that web through the Asteroid in to the LowHab. She is idealistic and more Republic aligned than Sith. Play her for a fool, just watch out, like many in her profession she's a crack shot with a Blaster Pistol.


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Saladyyn the IV - A mysterious Devaronian that may be worth locating, for some. His traveling cabinet of oddities and intrigue is just packing up, perhaps by chance, or fate you may run in to him before he takes off.


|Objectives|

To begin, you arrive at Bluff Resh, from here the delegation starts and the Orders are passed down from superior to subordinate.

Objective A
You are tasked with Conquering the Opposition at the Roxul Mining Colony, you are posing as Mercenary Contractors, fight your way through the LowHabs to the UpperHabs and Domes. Progress is slow, and the hazards mount as you scale higher. In the name of the One Sith, seize the main structure control center via any means.
The Double Cross - At the moment of seizure you may choose to maintain your guise and complete the objective as a hero, becoming the Savior of Roxul. Or you may show the true One Sith colors and turn on your guide and allies, killing all that oppose you. Becoming the Conqueror of Roxul. Play out your more fiendish desires such as taxing the air, power, or wiping the Colony clean for a new slave labor force and you will forever be known as the Scourge of Roxul.

Objective B
You have opted to test your mettle in the growing unrest on the surface of Roxuli. Establish contact with Grymm Jaegir and his Ubesian Death Squad. Through cohesive and combined effort unleash terror. Assault the nightly HoloVision News Broadcast, Execute key members of planetary authority, incite riots as agent provocateurs, wage a shadow war against the Roxuli Security Forces, ultimately positioning your efforts to assassinate the President of the Roxuli Ore Refinement and Shipping Company.

Mayhem Incarnate - Show off your dastardly skills while laying siege to the HoloVision Broadcast Station and become the Terror of Roxuli. Use your skills in assassination to cull the planetary leadership in ever more interesting ways to become the Blade of Roxuli. Rouse the the local protesters in to a destructive mob to become the Anarchist of Roxuli. Use your wits to wage a war of shadows with the RSF to become the Wraith of Roxuli.

Spread your forces to complete both Objectives for the Genocide of Roxuli.

Objective C (optional, 1 player)
As fate would have it, you have crossed paths with the Devaronian Saladyyn the IV. Oddly enough he knows your name, but you don't recall ever meeting him. Stranger yet he has something for you. He says it will change you, but to begin learning it's secrets he requires a favor. Oh sure, take his object, if your lust for power knows no bounds. But be careful, some paths are better left unwandered.

Receive Item - The Dagger of Al'axiryan.

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Item Name: The Dagger of Al'axiryan
Manufacturer: Unknown, currently
Item Rarity: Accursed Artifact
Affiliation: Unknown, currently
Classification: Ancient Dagger
Special Features: Unholy Terror, Blasphemous Ruin, Quell the Ether
Description: Not all weapons are meant to give great power, not all weapons are meant to elevate their master to unhinged heights. For some tools, they are cursed. For some tools, they are better left forgotten.
In your travels through the Galaxy you've come across a weapon of Ancient origin. You know nothing of it's maker, you know nothing of the history it possesses. Yet, here you are. Like a moth to flame you covet it. Even in your idle moments you find your hands appraising the touch of it's haft and blade. You have tried to study the make and measure of it's parts, but you have returned empty of answers with each foray.
You notice others gaze upon you now, you feel their desire to take from you that which you claim is yours. So many whispers, so many voices. You can't translate the syllables of their foul echo. The torment of your soul is unbearable, but still you cling to the object you so desire.
A name is on your lips, you've never heard this name before. It's foreign, it's familiar. It's a name you grow more fearful of every day. You haven't slept in weeks, your body has thinned and food is as ash in your mouth. Tears stream your cheeks, his cruelty is divine. His uncaring, transcendent. For in your hand rest a weapon of His design, the Archlector Issommir.
You know it is one of a number relics, but tresspass with caution, to submit to Issommir's will, is to suffer. Stray too far, and you may find some things were better left undone. For to wield his power, it will cost you more than a mere pound of flesh.

Negative Effect: (PvP-required) You are Cursed, as long as you wield this weapon you will find your life on the line. Any and all can challenge you for it's possession, even your closest allies may entertain the prospect of ending your life. Your character will obsess, and you will seek more and more knowledge. (Failure to commit to a challenge, if any come, will result in the rewarding of the Dagger to the opponent.)

Reward Track: To fully Master this weapon you must set out to learn it's secrets.

T1) Unholy Terror - And from the black blade an abhorred specter leapt, it's voice was as agony, it's will wrought with fear. Sending the denizens that dare stand before it fleeing in horror, faces twisted in nightmarish loathing. (Usable only once per thread, causes victim to cower for one post.)
Method of Unlocking - Complete Two Dominions, you must be seriously injured in both. Saladyyn will contact you upon completion, make haste to his demand and he shall reward you with the Quest required.
Complete The First Witch of Dathomir.

T2) Blasphemous Ruin - And from your lips, the terrible Archlector spoke. Uttering words of such blasphemy that from the Dagger you wielded a vile, agonizing burst of obsidian fire breathed forth, with untamed fury to consume those that would stand opposed. (Usable once per thread, unleashes a powerful burst of flame upon your enemy)
Method of Unlocking - Complete an Invasion, and two ten post threads delving in to matters of the Occult and Ancient Force Religions. Visit Saladyyn at his Cabinet of Curiosities, complete his task and you will again be rewarded with a Quest.
Complete By Sweet Nightmares, and Pleasant Wretched Things.

T3) Quell the Ether - His Will was pain, and his mantra agony. From the haft crystal the shadows of anguish came forth and took as shield to your flesh. Absorbing death from the blow that had aimed to finish you. (Usable once per thread, saves you from a single killing blow)
Method of Unlocking - Become pregnant/Impregnate another, for the terrible Archlector thirsts for the blood of your first born.
Complete And to Him, My Child. . . My Will.

Special Note: Five posts are required to recharge the weapon between threads, whether through prayer, sacrifice, lust or pain.
 

Rapax

Guest
R
[member="Sage Bane"] maybe an item worth trying to attain dont ya agree?


[member="Six-O"] but yeah man youv broken the mole here this is amazing even for a first time idea :D
 

Corey's OOC

And where were the spiders
I say we do this.

[member="Six-O"] apparently moonlights as a protocol droid in galactic history and strategy and this write up has me all excited.
 

Vrag

The Second Seal, broken.
[member="Six-O"] introduced some very interesting elements to this one, and I for one am very interested in playing this out. See you in the thread! :D

[member="Vaulkhar"] [member="Vengeance"] [member="Lucas Gravois"] [member="Darth Rapax"] [member="Darth Ferus"] [member="Lady Medax"] [member="Reverance"] [member="Darth Pyrrhus"] [member="Sage Bane"] [member="Darth Isolda"] [member="Lassiter"]
 
This is really well thought out, and here I thought my dominion was convoluted... I love it!

Alright, so who to assassinate where. I will actually have to think about this. Do I dare to go for the commissioner? Or perhaps a politician. Or perhaps I'll do the shadow-war thing. Now that would be fun. Challenging, but fun.

[member="Six-O"] You've done good man. Very good.
 

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